Adding some basic color from the last bl.ock to demonstrate the basics of color w/ webgl. Though the author of the tutorial calls it colour. http://learningwebgl.com/blog/?p=134
Created
July 18, 2015 15:36
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Lesson 2 webGL Some basic color
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<html> | |
<head> | |
<script type="text/javascript" src="http://bl.ocks.org/mpmckenna8/raw/5991cabbde44869c41aa/b8552346660d39acbddee5e29591dc4d77c9abe6/glMatrix-0.9.5.min.js"></script> | |
<script id="shader-fs" type="x-shader/x-fragment"> | |
precision mediump float; | |
varying vec4 vColor; | |
void main(void){ | |
gl_FragColor = vColor; | |
} | |
</script> | |
<script id="shader-vs" type="x-shader/x-vertex"> | |
attribute vec3 aVertexPosition; | |
attribute vec4 aVertexColor; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
varying vec4 vColor; | |
void main(void){ | |
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); | |
vColor = aVertexColor; | |
} | |
</script> | |
<script type="text/javascript"> | |
var gl; | |
var mvMatrix = mat4.create(); | |
var pMatrix = mat4.create(); | |
var shaderProgram; | |
function initGL(canvas){ | |
try { | |
gl = canvas.getContext("experimental-webgl"); | |
gl.viewportWidth = canvas.width; | |
gl.viewportHeight = canvas.height; | |
} | |
catch(e){ | |
console.log('cught', e); | |
} | |
if(!gl){ | |
alert("couldnt get webgl initialized") | |
} | |
} | |
function getShader(gl, id){ | |
var shaderScript = document.getElementById(id); | |
if(!shaderScript){ | |
return null; | |
} | |
var str = ""; | |
var k = shaderScript.firstChild; | |
while(k){ | |
if(k.nodeType == 3){ | |
str += k.textContent; | |
} | |
k = k.nextSibling; | |
} | |
var shader; | |
if(shaderScript.type == "x-shader/x-fragment"){ | |
shader = gl.createShader(gl.FRAGMENT_SHADER); | |
} | |
else if(shaderScript.type == "x-shader/x-vertex"){ | |
shader = gl.createShader(gl.VERTEX_SHADER); | |
} | |
else{ | |
return null; | |
} | |
gl.shaderSource(shader, str); | |
gl.compileShader(shader); | |
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ | |
alert('getting shader went wrong', gl.getShaderInfoLog(shader)); | |
return null; | |
} | |
return shader; | |
} | |
function setMatrixUniforms(){ | |
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix); | |
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix); | |
} | |
var triangleVertexPositionBuffer; | |
var triangleVertexColorBuffer; | |
var squareVertexPositionBuffer; | |
function initBuffers(){ | |
triangleVertexPositionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); | |
var vertices = [ | |
0.0, 1.0, 0.0, | |
-1.0, -1.0, 0.0, | |
1.0, -1.0, 0.0 | |
]; | |
console.log(vertices) | |
console.log(vertices) | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
triangleVertexPositionBuffer.itemSize = 3; | |
triangleVertexPositionBuffer.numItems = 3; | |
triangleVertexColorBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer); | |
var colors = [ | |
1.0, 0.0, 0.0, 1.0, | |
0.0, 1.0, 0.0, 1.0, | |
0.0, 0.0, 1.0, 1.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); | |
triangleVertexColorBuffer.itemSize = 4; | |
triangleVertexColorBuffer.numItems = 3; | |
squareVertexPositionBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); | |
vertices = [ | |
1.0, 1.0, 0.0, | |
-1.0, 1.0, 0.0, | |
1.0, -1.0, 0.0, | |
-1.0, -1.0, 0.0 | |
]; | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); | |
squareVertexPositionBuffer.itemSize = 3; | |
squareVertexPositionBuffer.numItems = 4;; | |
squareVertexColorBuffer = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); | |
colors = []; | |
for (var i=0; i < 4; i++) { | |
// colors = colors.concat([0.8, 0.5, 1.0, 1.0]); | |
if(i == 0 || i ==2){ | |
colors = colors.concat([0.2, .8, 0.1, 1.0]) | |
} | |
else{ | |
colors = colors.concat([1.0,0.0,0.0,1.0]) | |
} | |
} | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); | |
squareVertexColorBuffer.itemSize = 4; | |
squareVertexColorBuffer.numItems = 4; | |
} | |
function drawScene(){ | |
gl.viewport(0.0, 0.0, gl.viewportWidth,gl.viewportHeight); | |
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); | |
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix); | |
mat4.identity(mvMatrix); | |
mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer) | |
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, triangleVertexColorBuffer.itemSize, gl.FLOAT, false, 0.0, 0.0) | |
setMatrixUniforms(); | |
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems); | |
mat4.translate(mvMatrix,[2.0, -1.0, 1.0]); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); | |
gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, squareVertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); | |
setMatrixUniforms(); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems); | |
} | |
function initShaders(){ | |
var fragmentShader = getShader(gl, "shader-fs"); | |
var vertexShader = getShader(gl, "shader-vs"); | |
shaderProgram = gl.createProgram(); | |
gl.attachShader(shaderProgram, vertexShader); | |
gl.attachShader(shaderProgram, fragmentShader); | |
gl.linkProgram(shaderProgram); | |
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)){ | |
alert('colulnt initialize shaders in initShaders') | |
} | |
gl.useProgram(shaderProgram); | |
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); | |
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); | |
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor"); | |
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute) | |
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"); | |
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); | |
} | |
function webGLStart(){ | |
var canvas = document.getElementById("lesson01-canvas"); | |
initGL(canvas); | |
initShaders(); | |
initBuffers(); | |
gl.clearColor(0.0, 0.0,0.0,1.0); | |
gl.enable(gl.DEPTH_TEST); | |
drawScene(); | |
} | |
</script> | |
</head> | |
<body onload="webGLStart();"> | |
<canvas id="lesson01-canvas" style="border: black;" width="500" height="500"> | |
</canvas> | |
<br/> | |
<!-- | |
The lesson for this thing is at the below link | |
<a href="http://learningwebgl.com/blog/?p=28"><< Back to Lesson 1</a><br /> | |
--> | |
</body> | |
</html> |
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